[QUOTE=Daimao;18765986]Yeah. It'll stay attached to the head if you add bip_head and it'll stay attached to the hat/helmet if you add prp_hat or prp_helmet. (The Soldier's helmet and the Engineer's helmet tend to wobble and the Sniper takes off his hat in his Kukri taunt, so that's why you have to do that sometimes)[/QUOTE]
All right, so the next step after it's positioned and bound to the bone is to?
Holy shit a teapot. How the fuck did you make that? /sarcasm.
Also its already unwrapped, that is, if you hit the tickbox that said global unwrap or w/e when you made it.
You export it to smd, then compile with your qc.
[editline]05:33PM[/editline]
Also daimao has always been here, you just need to lurk other places.
[QUOTE=Sparkwire;18766821][B]Holy shit a teapot. How the fuck did you make that? /sarcasm[/B].
Also its already unwrapped, that is, if you hit the tickbox that said global unwrap or w/e when you made it.
You export it to smd, then compile with your qc.
[/QUOTE]
To the bolded text. I said in my very first post about this that I was using one of the built in primitives to test how to make a hat. And to the rest of the post where is this tickbox that says global unrwap "or w/e"? Daimao was kind enough to post step by step instructions but yours are too vague.
Ok. do you have the smd plugin for 3ds max?
Yes I have wunderboy's smd exporter and importer plugin.
Okay, export the model three times to the directory where your wc is. Name one phymodel and export that as a reference. Name one Idle, and export that as a sequence, and name the last on pyro_domination and export that as a reference.
[QUOTE=NeoDement;18742436]I assumed everybody lost interest[/QUOTE]
I didn't! :saddowns:
[QUOTE=Sparkwire;18767012]Okay, export the model three times to the directory where your wc is. Name one phymodel and export that as a reference. Name one Idle, and export that as a sequence, and name the last on pyro_domination and export that as a reference.[/QUOTE]
You don't really need the phymodel, you could always just use the reference model and let it generate one for you. If you're not making anything complicated this works just fine.
Also dumb ratings don't make me any less right, you know. :v:
Daimao, tell me, is there going to be another Hat Emporium soon? :buddy:
Well, im happy that Daimao's back...
but seriously, it was only a few weeks.
Hope to see more hats from you soon.
[QUOTE=Conro101;18766316]inb4OMGDAIMAO'SBACK
Oh wait.[/QUOTE]
Makes me wish we had a ninja'd rating
[QUOTE=fullmetalninja;18769026]Makes me wish we had a ninja'd rating[/QUOTE]
That's why we have a late rating.
[QUOTE=Daimao;18767135]You don't really need the phymodel, you could always just use the reference model and let it generate one for you. If you're not making anything complicated this works just fine.[/QUOTE]
Do I need to export it as a 30 frame length idle smd or no? And do I remove the Pyro model before I do so?
[QUOTE=Pacmaney;18770359]Do I need to export it as a 30 frame length idle smd or no? And do I remove the Pyro model before I do so?[/QUOTE]
Yes, remove the pyro model and any bone that the hat isnt skinned to. the length of the idle doesnt matter.
Okay so here's what I got.
My teapot is an editable poly
I have the teapot with the Modifier Skin (attached to bip_head)
And I'm going to remove the bones and model but the bip_head bone. After that what do I do next?
[QUOTE=Pacmaney;18772095]Okay so here's what I got.
My teapot is an editable poly
I have the teapot with the Modifier Skin (attached to bip_head)
And I'm going to remove the bones and model but the bip_head bone. After that what do I do next?[/QUOTE]
Apply a standard material with a diffuse texture?
[QUOTE=Daimao;18772109]Apply a standard material with a diffuse texture?[/QUOTE]
I'd hate to ask but how do I do that?
ok, how do you make a weapon glow with the crits again? Could someone coach me through the steps, and pretend that I actually don't know what I'm doing? I want to make the jackhammer glow with the crits.
[QUOTE=Pacmaney;18772172]I'd hate to ask but how do I do that?[/QUOTE]
Press M.
[QUOTE=Onikitsune;18772223]ok, how do you make a weapon glow with the crits again? Could someone coach me through the steps, and pretend that I actually don't know what I'm doing? I want to make the jackhammer glow with the crits.[/QUOTE]
just open the original vmt file up for the shotgun, copy that section with all the {} and proxies annd paste it in the bottom of the jackhammer vmt.
[QUOTE=Onikitsune;18772223]ok, how do you make a weapon glow with the crits again? Could someone coach me through the steps, and pretend that I actually don't know what I'm doing? I want to make the jackhammer glow with the crits.[/QUOTE]
Add this to your VMT.
[code]
"$glowcolor" "1"
[/code]
And add this to your VMT's proxies.
[code]
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
[/code]
So it'd look something like this:
[code]
"VertexLitGeneric"
{
"$basetexture" "models\weapons\c_items\c_axtinguisher"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "5"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "1"
"360?$color2" "[ 0.9 0.8 0.8 ]"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
[QUOTE=Daimao;18772109]Apply a standard material with a diffuse texture?[/QUOTE]
So I just press M and drag one of the spheres on my teapot?
[QUOTE=Pacmaney;18772296]So I just press M and drag one of the spheres on my teapot?[/QUOTE]
Yeah but it's gotta have a texture set to it's diffuse map.
[QUOTE=Mister Royzo;18772329]Yeah but it's gotta have a texture set to it's diffuse map.[/QUOTE]
So I have to make the final texture of the model before hand? I've never done this before so please keep your instructions as detailed as possible so I can't screw up.
Arg smart modeling people talk.
PS about two days until this thread will reach post limit. It's 2000, right?
btw, thank you for your help Daimao. That last one was especially useful. ^^
I want a Hatless scout replacement. Give em' a Faauhawk(a shorter mohawk without the sides of the head shaved)
hey, can you guys tell me how to make a skin work on pure servers?
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